Viewing profile — hormis
hormis
HN member- Joined
- Mon, Apr 04, 2011, 9:50 AM UTC
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About hormis
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Comment #20340869
Location: Bangalore, India Remote: No Willing to Relocate: Toronto Preferred (will need work permit), otherwise depends. Technologies: C/C++/C#, Obj-C, Java, Swift, Android, iOS, P…
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Comment #3327533
> he way it's working in my mind has about the same number of lookups as FXAA, However, the FXAA will have a clear win as it works over a partly transparent polygon. So you will ha…
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Comment #3327487
> This was true for Direct3D 9 but 10+ allow you to bind the depth/stencil buffer as a texture, although there is the caveat that you can't have it simultaneously bound as a textur…
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Comment #3327408
> Why is that? While techniques like FXAA are needed for deferred rendering due to the order of operations, I don't see why FXAA isn't acceptable on non-deferred renderers. FXAA is…
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Comment #3327286
FXAA and other similar techniques are only relevant when dealing with deferred rendering only. Detecting edges on the depth buffer may sound as the solution until you realize that …
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Comment #2406132
Can you give some more details on the language/libraries that you are using? I am just getting started on a 6DOF game... I am planning to use C++ to code up the engine. So the easi…